New unit ideas!

If you have any suggestions or ideas about what you'd like to see in a future version of Lambda Wars, tell us about it here.
Wulpenstein
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Joined: Sat Feb 07, 2025 5:14 pm

New unit ideas!

Postby Wulpenstein » Sun Feb 08, 2025 8:24 pm

Me and Bilther9 came up with these Ideas There is 1 Rebel Unit and 2 Combine units

Rebel:
"The Hacker"

Role: The Hacker is alot like the Saboture but he does not destroy any buildings. His special ability is to Disable Enemy buildings for a alotted amount of time (5-15 Seconds) With the Crutial Enemy buildings (Combien power generators and energy cells( being only 5 seconds with the less importain buildings like Turrets and Health stations being 15 seconds. everything else is 10 seconds.

Required to Spawn:
70 Req
40 Scrap
Spawn time: 55.0
Munition Depot
Radio Tower
Special ops

Weapons:
Pistol

Abilities:
Uncommon charging: 120 req and 30 scrap
Gains the ability to disable Non powered buildins (Citidel/ rebel buildings ect)
SMG upgrade 30 req and 10 scrap

Weak to:
Man hacks, Headcrabs, Zombies, Combine Snipers, Partisans, Engineers

Combine
Riot Metro cop:

Role: The Riot Metro cop Is a unit specialized in dealing with Huge groups of Rebelling citizens. He carrys a Sheild which has it's own health bar. It is four times the health of the metrocop unit's health. The cop carrying it is just a normal metro cop and when the sheild is destroyed the metro cop becomes a standard metro cop.

Requirements for spawn:
10 Req
10 Power
Spawn time: 25 Seconds
Riot Shield Research

Weapons:
Weapons: Stuck Stick ( The unit cant be shot down from the front due to the shield)
Pistol: Can be switched for free whenever but becomes compleatly vonurable (weapons can only be freely switeched if the pistol upgrade is purchased)


Abilities:
The Rolling block (Autocast) When 3 or more Riot metro cops are together They form a barricade
Lockdown (Autocast when hold position is used) The Riot metro cops places their sheilds down and then the metro cops pull out their pistols to fire.

Weakness:
RPG Rebels, Vortigaunt, Veterans, Hunters, Striders, AR2

Sectorial Commander:

Role:
The Sectorial Commander is a Unit of high command ranking in the Combine Empire being able to command even the combine soldiers. He is a unit which has earned great respect within the combine. He can ONLY be spawned from the citadel and ONLY ONE can be on the battle field at one time. with a health of 250.

Requirements for spawn:
100 Req
20 Power
Spawn Time: 45.0
Special Ops

Weapons:
.357 Magnum

Abilities:
Leadership: (Autocast) All Pistol Metrocops around him gain a small health and damage boost (Upgrading a pistol cop to smg near him will have no effect and remove the SMG cop from the damage and health boost)
Protector: (Manual) He calls all nearby units in his visual range to form a circle around him to protect him as he moves
Spotter: (40 req) Gives all metrocops a firerate boost for 25 seconds)

Weakness:
Veterans, Flamers, Shotgunners, Combine snipers.

Please leave a commend on what you think of these ideas! I'll do a few Garry's Mod Pictures And pose what the icons would look like.
Last edited by Wulpenstein on Tue Feb 17, 2025 7:45 pm, edited 1 time in total.
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BlitherPaladin9
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Location: Europe, Belarus

Re: New unit ideas!

Postby BlitherPaladin9 » Sun Feb 08, 2025 8:30 pm

Please read carefully, we put alot of effort in designing this.
EDIT: [url]WE HAVE CREATED MODELS FOR THESE UNITS, SCROLL DOWN FOR LINKS TO SCREENSHOTS[/url]
I did not create these models.

EDIT2: I AM AWARE! I MENT TO SAY DESIGHNED IDEAS!

Hacker: http://steamcommunity.com/sharedfiles/f ... =389965454
Sectorial commander: http://steamcommunity.com/sharedfiles/f ... =389965568
Riot Metrocop: http://steamcommunity.com/sharedfiles/f ... =389976633
Last edited by BlitherPaladin9 on Tue Feb 17, 2025 7:28 pm, edited 4 times in total.
Ghostfire
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Joined: Mon Dec 29, 2024 8:17 am

Re: New unit ideas!

Postby Ghostfire » Sun Feb 08, 2025 10:27 pm

Hacker? Nah. There is no point in it when you have a saboteur. I like the riot shield cop however, but with a unit like that, you need a rebel counterpart.
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Mr. Darkness
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Re: New unit ideas!

Postby Mr. Darkness » Mon Feb 09, 2025 1:40 am

I like some of these ideas.
A hacker would make up for it. I remember that sort of thing in Command & Conquer when you had a hacker who disabled buildings in an area for like 30 seconds.

For the rest IDK.
Mr. Darkness: fucking game
Sandern: yeah, game sucks
Mr. Darkness: ya, the devs must be some total twats
Mr. Darkness: Who even names a game like that
Mr. Darkness: "Lambda Wars"
Mr. Darkness: fucking pathetic
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warbrand2
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Re: New unit ideas!

Postby warbrand2 » Mon Feb 09, 2025 2:12 am

actually the hackers in C&C games tend to perminantly disable buildings, so long as they are hacking them. so kill the hacker and the building comes back, or if the owner of the unit moves it. I tended to abuse this in C&C generals cause I could be able to use hackers to disable a base, then capture it with the standard fodder units.

Sort of gives me an idea, how about both sides having a "hacker" this unit would not be armed but would have the ability to disable or take over enemy buildings.... though at the current moment this would be pointless unless where was more automated defense buildings.
rts+hl2=cool limited vocab
i have over 100 ideas and only 1 in 10 are probably good.
szalmazsak
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Re: New unit ideas!

Postby szalmazsak » Mon Feb 09, 2025 7:27 am

ideas are good, but doesnot make sense. And noone would use them.
Ghostfire
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Joined: Mon Dec 29, 2024 8:17 am

Re: New unit ideas!

Postby Ghostfire » Mon Feb 09, 2025 8:03 am

Take over? Doesnt make sense. Rebel troops cant takeover a combine building and produce troops out of them. Maybe to hack turrets and perhaps put up jammers that create fog of war?
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Mr. Darkness
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Re: New unit ideas!

Postby Mr. Darkness » Mon Feb 09, 2025 9:38 am

Take over is rather bogus, indeed. Unless both parties have this ability to take over an enemy'b building. Or at least a neutral building.
Mr. Darkness: fucking game
Sandern: yeah, game sucks
Mr. Darkness: ya, the devs must be some total twats
Mr. Darkness: Who even names a game like that
Mr. Darkness: "Lambda Wars"
Mr. Darkness: fucking pathetic
Mr. Darkness: right?
Sandern: yes
Ghostfire
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Re: New unit ideas!

Postby Ghostfire » Mon Feb 09, 2025 10:18 am

Mr. Darkness wrote:Take over is rather bogus, indeed. Unless both parties have this ability to take over an enemy'b building. Or at least a neutral building.

I dont think you quite get my point on that though, rebels dont have the know how to use combine tech that advanced, and combine dont have the need to use the rebel tech. A neutral building would require a neutral faction. Similar to the Sentinels in Halo Wars.
Astralnaut
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Re: New unit ideas!

Postby Astralnaut » Tue Feb 10, 2025 11:58 am

how about emp weapons for rebels to shut down buildings and synth units?
Ghostfire
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Re: New unit ideas!

Postby Ghostfire » Tue Feb 10, 2025 4:16 pm

Sounds plausible, the rebels definitely have the know how. Perhaps some sort of emp grenade that shuts down sniper and elite suit systems, as well as shutting down synths? Perhaps about a 3-4 second duration.
Wulpenstein
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Re: New unit ideas!

Postby Wulpenstein » Tue Feb 10, 2025 5:08 pm

Wulpenstein
Posts: 6
Joined: Sat Feb 07, 2025 5:14 pm

Re: New unit ideas!

Postby Wulpenstein » Tue Feb 10, 2025 5:08 pm

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Mr. Darkness
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Re: New unit ideas!

Postby Mr. Darkness » Tue Feb 10, 2025 8:08 pm

Wait, aren't those combine metropolice pack models? The one for combine that you suggested.
I am pretty sure those were submitted for Gmod.

Either way I don't know if we can use those, making a special model reskin or something would be better for us I suppose.
Mr. Darkness: fucking game
Sandern: yeah, game sucks
Mr. Darkness: ya, the devs must be some total twats
Mr. Darkness: Who even names a game like that
Mr. Darkness: "Lambda Wars"
Mr. Darkness: fucking pathetic
Mr. Darkness: right?
Sandern: yes
Wulpenstein
Posts: 6
Joined: Sat Feb 07, 2025 5:14 pm

Re: New unit ideas!

Postby Wulpenstein » Tue Feb 10, 2025 8:25 pm

Mr. Darkness wrote:Wait, aren't those combine metropolice pack models? The one for combine that you suggested.
I am pretty sure those were submitted for Gmod.

Either way I don't know if we can use those, making a special model reskin or something would be better for us I suppose.


The Sectorial commander is from the pack. The Riot cop however isn't. there was plans back before HL2 was to be release of an elite metro cop. the riot cop is what the elite metro cop would look like.

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